• Title/Summary/Keyword: 놀이 기술

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Arduino Car Development using Brain Wave Control (뇌파로 제어하는 아두이노 자동차 시스템 개발)

  • Kim, Jeong-Nyeon;Jang, Eun-Sun;Lee, Jeong-Hyeon;An, Na-Jeong;Lee, Ha-Neul;Lee, Hae-Yeoun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1778-1781
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    • 2015
  • 본 논문에서는 최근 이슈가 되고 있는 마인드 컨트롤 기술을 이용하여 RC 카를 움직이는 기술에 대하여 설명한다. 사회적으로 주의력 결핍 과잉행동 장애(ADHD)를 갖는 사람이 늘어나고 있으며, ADHD는 여러 가지 치료 기술이 있지만 어릴수록 놀이 치료 등을 사용하는 것이 좋다. 본 논문에서 뇌파측정기를 이용하여 뇌파를 모은 뒤 K-평균 알고리즘과 재 클러스터링을 통하여 방향 뇌파를 데이터화하고, 그 이후에 데이터화 된 방향 뇌파들을 토대로 RC카를 움직이는 기술 제안하였다. 개발된 기술의 경우 성능이 높게 나타나지 않았지만, 앞으로 이 기술이 더 발전한다면, 아동의 놀이 등에 활용하여 ADHD도 효과적으로 치료할 수 있을 뿐만 아니라, 실제 자동차 시스템에 적용하는 등 다양한 응용이 가능할 것으로 생각된다.

클라이언트-서버 구조를 기반으로 한 민속놀이 안내 도우미 시스템의 설계 및 구현

  • 강오한;김병만
    • Journal of Korea Society of Industrial Information Systems
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    • v.3 no.1
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    • pp.23-36
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    • 1998
  • 본 논문에서는 전통 민속놀이를 동영상 및 안내음성으로 초고속통신망을 통하여 전송하고 상영할수 있는 클라이언트-서버형 민속놀이 안내 도우미 시스템의 구현 기술을 설명한다. 사용자가 마우스나 간단한 자연어를 통하여 보고자 하는 민속놀이나 요구사항을 입력하면 클라이언트는 서버에게 이를 전송하고 , 서버는 이런 조건을 만족하는 민속놀이의 동영상 및 안내음성을 초고속통신망을 통하여 클라이언트에게 전송하여 상영한다. 클라이언트-서버 시스템의 많은 기능들이 웹(WWW) 서버 프로그램과 브라우져(Browser0에서 기본 기능으로 제공되므로, 시스템의 구현에 이들 기능을 활요하였다. 클라이언트-서버형 도우미 시스템에서는 멀티미디어 데이터를 생성하는 기본기능외에도 멀티미디어 데이터의 동기화,키워드를 이용한 검색, 음성인식, 탐색(navigation)등의 다양한 기능을 사용자의 질의에 맞게 동작되도록 구현하였다.

A Study on the Meaning of Robot Play Experience of 5-Year-Old Children: Focused on free play and structured group activities (만 5세 유아의 로봇 놀이 경험의 의미연구: 자유놀이와 구조적 집단활동을 중심으로)

  • Lee, Hyo Ju;Nam, Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.41-48
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    • 2022
  • The purpose of this study is to compare the meaning of the experience of robot play in the free play time of 5-year-old children in daycare centers with the experience of 5-year-old children in the structural group activities of teachers. To this end, a total of 32 children (15 in the experimental group and 17 in the comparative group) aged 5 were conducted for 1 hour three times a week for 10 weeks. Robots were supported as toys in the classroom of the experimental group, and children in the comparative group freely experienced robot exploration and play during free play time, and children in the comparative group learned the robot's functions and performed structural group activities based on the 2019 Revised Nuri Curriculum national-level curriculum. As a result of analyzing the difference between pre-test and post-test, the use of robots in free play showed a significant effect in creativity and fluency of children, and a significant effect in expression of pleasure in playability. These results suggest that robots are meaningful as play materials in early childhood education, which aims for infant-led free play, and that it is worth studying the robot experiences of children in these free situations in the future.

The Effect of Robot-Used Play through Appreciation of Picture Books on Children's Sequential Thinking (그림책 감상을 통한 로봇 활용 놀이가 유아의 순서적 사고에 미치는 영향)

  • An Ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.357-365
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    • 2024
  • The purpose of this study is to investigate the effects of children's robot-based play on sequential thinking through appreciation of picture books. For this purpose, 15 children aged 5 years old in each kindergarten located in Seoul were selected and J kindergarten (experimental group) supported <Picture book appreciation robot play> and C kindergarten (comparison group) supported <Picture book appreciation free play>. In order to examine the difference in play experience between the two groups, the score data before and after play support was collected using the sequential thinking test tool, and the collected data were analyzed using SPSS 28.0 program to perform ANCOVA (Covariance Analysis). As a result, the experimental group that experienced robot-based play through picture book appreciation showed significant improvement in the total score of sequential thinking and the sub-areas of dynamics, behavior, and intention compared to the control group.The results of this study are valuable as a play study to discover the value of robots as a creative play medium led by young children and to promote sequential thinking ability, which is emphasized as the capacity of future society.

The Kindergarten Teachers' Perception of Restriction Rules on Free Choice Activities at Their Classroom (자유놀이 제한 규칙에 대한 유치원 교사의 인식)

  • Won, Kyeson
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.485-493
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    • 2019
  • The purpose of this study is to gain basic information to manage the free choice activities of kindergarten by investigating the teachers' perception of restriction rules. The subjects of the study were 200 kindergarten teachers who worked in J province. The instrument used for this study was a questionnaire that focused on teachers' perception about the restriction rules for the free choice activities. The results of this study were as follows. First, the teachers considered restriction rules in the art center as the most important factor. Second, the teachers recognized that limiting the number of players in a same center is the most important thing among the three restriction rules. Third, the teachers' perception regarding the necessity of restriction rules is as follows. The rule of restricting the number of players is needed to prevent too many players focusing in a certain center. The rule of restricting play time is necessary to encourage children to play in various centers, and the rule of restricting play space is crucial to solidify the educational purpose that every interest center has. The meaning and the necessity of the restriction rules on children's free choice activities were further discussed as connected with children's right to play.

The Effect of Job Autonomy of Early Childhood Teachers on Teaching Creativity and Play Support Competency (유아교사의 직무자율성이 교수창의성과 놀이지원역량에 미치는 영향)

  • Jung yujin
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.513-518
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    • 2024
  • This study was to investigate the relationship and impact the job autonomy, teaching creativity and play support competency of early childhood teachers. As the research subjects, 252 early childhood teachers in G City were randomly sampled, and a questionnaire survey was conducted. The collected data were subjected to Pearson's correlation analysis and multiple regression analysis through the SPSS 21.0 program. The results of this study showed a positive correlation between job autonomy, teaching creativity and play support competency of early childhood teachers, and job autonomy affect teaching creativity and play support competency. The results of this study are expected to reveal the impact of job autonomy on teaching creativity and play support competency, providing basic data for creating an environment to guarantee and the development of job training programs for early childhood teachers.

A Study on the Instructional Model Using VR and AR for Pre-Early Child Teachers (예비유아교사를 위한 VR·AR 활용한 수업모형에 관한 연구)

  • Yan Ha
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.219-220
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    • 2024
  • 본 논문에서는 예비유아교사를 위한 VR·AR 활용한 수업 모형에 관한 연구이다. 최근 4차산업혁명시대를 맞아 유아교육 분야에서 디지털교육 등 다양한 기술을 활용한 활동에 관한 요구는 많이 있으나 예비유아교사 및 유아에게 새로운 IT기술을 활용하여 누리과정 연계 및 놀이중심 활동을 적용하는 데에는 많은 어려움이 있다. 왜냐하면 최신 기술을 유아들의 활동에 접목하려면 IT 기술 이해와 경험 뿐 만 아니라 유아에 대한 발달수준, 누리과정에 대한 이해, 놀이중심 교육과정 등에 대한 심도있는 융합이 필요하기 때문이다. 따라서 본 연구에서 VR·AR 활용한 수업 모형으로 예비유아교사를 교육함과 동시에 이를 통해 유아들에게 다양한 체험과 놀이가 가능한 활동을 제안하고자 한다. 이는 최신 멀티미디어기술로써 VR·AR 활용하므로 예비유아교사 및 유아들에게 융복합적인 교육효과를 줄 수 있으므로 유아교육분야에 기여하는 바가 크다.

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A Study on Serious Game Production Based on Jewish Play (유대인의 놀이를 주제로 한 기능성 게임 제작 방안에 관한 연구)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.725-731
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    • 2013
  • The Jews has been cited as the most influential nations in the world of politics, economy, and culture in many areas. For these reasons, the study of Jewish economic life such as child-rearing, family life, and religious life is getting expanded to various areas. In this paper, we deal with the Jews's play for the various areas. Play is the best way to see the consciousness of a certain age on learning the structure and lifestyle. Therefore, the research is described to produce serious games based on by study of Jewish play using information in the internet, researched paper. Then, the investigated play's role of technology for production of functional game plans are discussed. As a result, the Jews play: 1) the history, traditions of wisdom, tools, 2) a medium for delivering educational messages, 3) the formation of community tools emotions 4) promise to play a role as a tool for learning. The development and Release of serious games based on Jews play can lead to a positive social learning effect.

Metaphor Analysis on Block Play of Day Care Center Teachers (어린이집 교사의 쌓기놀이에 대한 은유 분석)

  • Lee, Jin-Hee;Lim, Jin-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.287-295
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    • 2020
  • The purpose of this study is to find out the tendency and meaning of metaphors for block play. For this purpose, responses from 165 teachers in J area day care centers were collected using sentence completion metaphors. Collected data were analyzed through a categorization process using a qualitative research method based on previous research into metaphor analysis. From the results, first, block play trends from the metaphors were classified into two categories: content of block play, and characteristics of block play. The frequency in the order for Building Value of Play was higher. For the content of block play, composition had the highest frequency for trait of block play, and the basis of growth and development had the highest frequency in the Value of Block Play category. Second, the meanings of block play metaphors are composing, expressing, imagining, pleasure, freedom, and value of block play under Category Play, which was recognized as the basis of development, emotional development, social development, and creativity. Based on the results of the study, the value and role of block play in early childhood teacher education and in-service education should be further emphasized.

The Effects of Group Play Activities Based on Ayres Sensory Integration® on Sensory Processing Ability, Social Skill Ability and Self-Esteem of Low-Income Children With ADHD (Ayres의 감각통합(Ayres Sensory Integration®) 그룹 놀이 활동이 저소득층 ADHD 아동의 감각처리능력, 사회적 기술능력과 자아존중감에 미치는 효과)

  • Lee, Nahael;Chang, Moonyoung;Lee, Jaeshin;Kang, Jewook;Yeo, Seungsoo;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.16 no.2
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    • pp.1-14
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    • 2018
  • Objective : The present study investigated the effects of group play activities based on Ayres Sensory $Integration^{(R)}$ (ASI) on sensory processing ability, social skill ability and self-esteem of low-income children with attention deficit hyperactivity disorder (ADHD). Methods : A total of 20 low-income participants with children with ADHD were recruited and divided into an experimental group (n=10) and a control group (n=10). Sensory processing ability was measured via the Short Sensory Profile (SSP). Social skill ability was measured via the Social Skills Rating System (SSRS). To measure self-esteem, the Rosenberg's self- esteem scale was used. The experimental group received the $ASI^{(R)}$ group play activities for 50 minutes, twice per week for six weeks, while the control group did not receive an intervention. Level of significance of all statistical analyses was .05. Results : Social skill ability (F=4.443, p=.05), cooperation (F=5.328, p=.035) and self-esteem (F=5.358, p=.033) differed significantly between groups after the intervention. Conclusion : Our findings indicate that the group play activities based on $ASI^{(R)}$ are effective in improving social skill ability and self-esteem. This study provided a theoretical basis for the claim that sensory integration therapy should be applied in general elementary schools.